mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-23 05:57:57 +01:00
275 lines
6.9 KiB
HTML
275 lines
6.9 KiB
HTML
|
<!DOCTYPE html>
|
||
|
<html lang="en">
|
||
|
<head>
|
||
|
<title>three.js webgl - octree</title>
|
||
|
<meta charset="utf-8">
|
||
|
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
|
||
|
<style>
|
||
|
body {
|
||
|
font-family: Monospace;
|
||
|
background-color: #f0f0f0;
|
||
|
margin: 0px;
|
||
|
overflow: hidden;
|
||
|
}
|
||
|
</style>
|
||
|
</head>
|
||
|
<body>
|
||
|
|
||
|
<script type="text/javascript" src="../build/three.min.js"></script>
|
||
|
<script type="text/javascript" src="js/Octree.js"></script>
|
||
|
<script>
|
||
|
|
||
|
var camera,
|
||
|
scene,
|
||
|
renderer,
|
||
|
octree,
|
||
|
geometry,
|
||
|
material,
|
||
|
mesh,
|
||
|
meshes = [],
|
||
|
meshesSearch = [],
|
||
|
meshCountMax = 1000,
|
||
|
radius = 500,
|
||
|
radiusMax = radius * 10,
|
||
|
radiusMaxHalf = radiusMax * 0.5,
|
||
|
radiusSearch = 400,
|
||
|
searchMesh,
|
||
|
baseR = 255, baseG = 0, baseB = 255,
|
||
|
foundR = 0, foundG = 255, foundB = 0,
|
||
|
adding = true,
|
||
|
rayCaster = new THREE.Raycaster(),
|
||
|
origin = new THREE.Vector3(),
|
||
|
direction = new THREE.Vector3();
|
||
|
|
||
|
init();
|
||
|
animate();
|
||
|
|
||
|
function init() {
|
||
|
|
||
|
// standard three scene, camera, renderer
|
||
|
|
||
|
scene = new THREE.Scene();
|
||
|
|
||
|
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, radius * 100 );
|
||
|
scene.add( camera );
|
||
|
|
||
|
renderer = new THREE.WebGLRenderer();
|
||
|
renderer.setClearColor( 0xf0f0f0 );
|
||
|
renderer.setPixelRatio( window.devicePixelRatio );
|
||
|
renderer.setSize( window.innerWidth, window.innerHeight );
|
||
|
document.body.appendChild( renderer.domElement );
|
||
|
|
||
|
// create octree
|
||
|
|
||
|
octree = new THREE.Octree( {
|
||
|
// when undeferred = true, objects are inserted immediately
|
||
|
// instead of being deferred until next octree.update() call
|
||
|
// this may decrease performance as it forces a matrix update
|
||
|
undeferred: false,
|
||
|
// set the max depth of tree
|
||
|
depthMax: Infinity,
|
||
|
// max number of objects before nodes split or merge
|
||
|
objectsThreshold: 8,
|
||
|
// percent between 0 and 1 that nodes will overlap each other
|
||
|
// helps insert objects that lie over more than one node
|
||
|
overlapPct: 0.15,
|
||
|
// pass the scene to visualize the octree
|
||
|
scene: scene
|
||
|
} );
|
||
|
|
||
|
// create object to show search radius and add to scene
|
||
|
|
||
|
searchMesh = new THREE.Mesh(
|
||
|
new THREE.SphereGeometry( radiusSearch ),
|
||
|
new THREE.MeshBasicMaterial( { color: 0x00FF00, transparent: true, opacity: 0.4 } )
|
||
|
);
|
||
|
scene.add( searchMesh );
|
||
|
|
||
|
// info
|
||
|
|
||
|
var info = document.createElement( 'div' );
|
||
|
info.style.position = 'absolute';
|
||
|
info.style.top = '0';
|
||
|
info.style.width = '100%';
|
||
|
info.style.textAlign = 'center';
|
||
|
info.style.padding = '10px';
|
||
|
info.style.background = '#FFFFFF';
|
||
|
info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> webgl - octree (sparse & dynamic) - by <a href="http://github.com/collinhover/threeoctree" target="_blank">collinhover</a>';
|
||
|
document.body.appendChild( info );
|
||
|
|
||
|
}
|
||
|
|
||
|
function animate() {
|
||
|
|
||
|
// note: three.js includes requestAnimationFrame shim
|
||
|
requestAnimationFrame( animate );
|
||
|
|
||
|
// modify octree structure by adding/removing objects
|
||
|
|
||
|
modifyOctree();
|
||
|
|
||
|
// search octree at random location
|
||
|
|
||
|
searchOctree();
|
||
|
|
||
|
// render results
|
||
|
|
||
|
render();
|
||
|
|
||
|
// update octree to add deferred objects
|
||
|
|
||
|
octree.update();
|
||
|
|
||
|
}
|
||
|
|
||
|
function modifyOctree() {
|
||
|
|
||
|
// if is adding objects to octree
|
||
|
|
||
|
if ( adding === true ) {
|
||
|
|
||
|
// create new object
|
||
|
|
||
|
geometry = new THREE.BoxGeometry( 50, 50, 50 );
|
||
|
material = new THREE.MeshBasicMaterial();
|
||
|
material.color.setRGB( baseR, baseG, baseB );
|
||
|
|
||
|
mesh = new THREE.Mesh( geometry, material );
|
||
|
|
||
|
// give new object a random position in radius
|
||
|
|
||
|
mesh.position.set(
|
||
|
Math.random() * radiusMax - radiusMaxHalf,
|
||
|
Math.random() * radiusMax - radiusMaxHalf,
|
||
|
Math.random() * radiusMax - radiusMaxHalf
|
||
|
);
|
||
|
|
||
|
// add new object to octree and scene
|
||
|
|
||
|
octree.add( mesh );
|
||
|
scene.add( mesh );
|
||
|
|
||
|
// store object for later
|
||
|
|
||
|
meshes.push( mesh );
|
||
|
|
||
|
// if at max, stop adding
|
||
|
|
||
|
if ( meshes.length === meshCountMax ) {
|
||
|
|
||
|
adding = false;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
// else remove objects from octree
|
||
|
else {
|
||
|
|
||
|
// get object
|
||
|
|
||
|
mesh = meshes.shift();
|
||
|
|
||
|
// remove from scene and octree
|
||
|
|
||
|
scene.remove( mesh );
|
||
|
octree.remove( mesh );
|
||
|
|
||
|
// if no more objects, start adding
|
||
|
|
||
|
if ( meshes.length === 0 ) {
|
||
|
|
||
|
adding = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
|
||
|
// octree details to console
|
||
|
|
||
|
console.log( ' OCTREE: ', octree );
|
||
|
console.log( ' ... depth ', octree.depth, ' vs depth end?', octree.depth_end() );
|
||
|
console.log( ' ... num nodes: ', octree.node_count_end() );
|
||
|
console.log( ' ... total objects: ', octree.object_count_end(), ' vs tree objects length: ', octree.objects.length );
|
||
|
|
||
|
// print full octree structure to console
|
||
|
|
||
|
octree.to_console();
|
||
|
|
||
|
*/
|
||
|
|
||
|
}
|
||
|
|
||
|
function searchOctree() {
|
||
|
|
||
|
var i, il;
|
||
|
|
||
|
// revert previous search objects to base color
|
||
|
|
||
|
for ( i = 0, il = meshesSearch.length; i < il; i++ ) {
|
||
|
|
||
|
meshesSearch[ i ].object.material.color.setRGB( baseR, baseG, baseB );
|
||
|
|
||
|
}
|
||
|
|
||
|
// new search position
|
||
|
searchMesh.position.set(
|
||
|
Math.random() * radiusMax - radiusMaxHalf,
|
||
|
Math.random() * radiusMax - radiusMaxHalf,
|
||
|
Math.random() * radiusMax - radiusMaxHalf
|
||
|
);
|
||
|
|
||
|
// record start time
|
||
|
|
||
|
var timeStart = Date.now();
|
||
|
|
||
|
// search octree from search mesh position with search radius
|
||
|
// optional third parameter: boolean, if should sort results by object when using faces in octree
|
||
|
// optional fourth parameter: vector3, direction of search when using ray (assumes radius is distance/far of ray)
|
||
|
|
||
|
origin.copy( searchMesh.position );
|
||
|
direction.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 ).normalize();
|
||
|
rayCaster.set( origin, direction );
|
||
|
meshesSearch = octree.search( rayCaster.ray.origin, radiusSearch, true, rayCaster.ray.direction );
|
||
|
var intersections = rayCaster.intersectOctreeObjects( meshesSearch );
|
||
|
|
||
|
// record end time
|
||
|
|
||
|
var timeEnd = Date.now();
|
||
|
|
||
|
// set color of all meshes found in search
|
||
|
|
||
|
for ( i = 0, il = meshesSearch.length; i < il; i++ ) {
|
||
|
|
||
|
meshesSearch[ i ].object.material.color.setRGB( foundR, foundG, foundB );
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
|
||
|
// results to console
|
||
|
|
||
|
console.log( 'OCTREE: ', octree );
|
||
|
console.log( '... searched ', meshes.length, ' and found ', meshesSearch.length, ' with intersections ', intersections.length, ' and took ', ( timeEnd - timeStart ), ' ms ' );
|
||
|
|
||
|
*/
|
||
|
|
||
|
}
|
||
|
|
||
|
function render() {
|
||
|
|
||
|
var timer = - Date.now() / 5000;
|
||
|
|
||
|
camera.position.x = Math.cos( timer ) * 10000;
|
||
|
camera.position.z = Math.sin( timer ) * 10000;
|
||
|
camera.lookAt( scene.position );
|
||
|
|
||
|
renderer.render( scene, camera );
|
||
|
|
||
|
}
|
||
|
|
||
|
</script>
|
||
|
</body>
|
||
|
</html>
|